-
Posts
1,087 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ShotgunNinja
-
Research tweaks?
ShotgunNinja replied to RocketSquid's topic in KSP1 Suggestions & Development Discussion
I believe the unlocking tech tree is not great, but fine and in line with many other games. Tech trees all work in this way from long time, is a proven system. It could be spiced up somehow, maybe rearranged. More mods (or even stock) could perhaps use 'progressive improvements' derived from the tech tree more often, that also make the part itself more interesting. What would really make the science system 'more juicy' in my opinion however is improving the data collection, as that is central to the whole game. In fact I believe data collection is the main rationale that the player perceive, and it drive him forward as 'collect data today so that tomorrow I can collect more, better data'. Sound silly on paper, but not inside the brain. In particular, I am of the idea that just having science collection and transmission 'take time' will improve the existing system a lot. This is suggestion number (1). Also,situations are weak right now. There is the problem that most type of data you collect just doesn't fit with the 'landed/flight/space_low/space_high' dichotomy at all. So the situations should be extended. At this point, if you want to extend situations, what possibly could be a situations? For start, a situation differ from another by some kind of environment factor. Consider the current system is evaluating one single environment factor: altitude. That is quite frankly barebone, and there is not much more in stock. So more environment factors need to be added, before more rich situations can be added. This is suggestion number (2). Now, both (1) and (2) taken in isolation don't add much. Buth together, they lead to a much interesting gameplay. I'll give a practical example: there is the environmental factor 'radiation', and a set of situations depending on it are defined as 'radiation_low, radiation_high, radiation_extreme'. Also, data collection take days, weeks, or even months. And you have an instrument associated with radiation that consider those situations. All of a sudden you have a Van Allen Probe mission that is not 'role-play' but actual game mechanics. -
Minor update, 1.1.2. Changelog: - replaced tutorial notifications with KSPedia entries - added a very small radial oxygen container unlocked at survivability - added RadiationOnly and StressOnly profiles - updated CLS interface dll - balance: food capacity reduced by 50% in 0.625m food container - balance: oxygen capacity reduced by 75% in big radial oxygen container - balance: rearrange US goo/matlab in the tech tree for consistency - balance: tweak US supply containers capacity - balance: active shield moved to experimental science, made more powerful - fix: body info panel will not break when sun is selected
-
@BgDestroy It require ModuleManager and CommunityResourcePack. @Arivald Ha'gel I'm glad is fixed. Don't know what may have caused it in the first place.
-
@Arivald Ha'gel That FINAL in snacks profile is not necessary, I just didn't check that file often and so that slipped in from some very early version. I have a question: what exactly doesn't work if you don't add the FINAL statement to the greenhouse? Let me know what other mod/profile is causing the problem.
-
PartOrganizer Version: 1.1.0Download: github, spacedock, CKANSource: github License: Unlicense Require: ModuleManager This simple mod allow the creation of custom part categories in the KSP Editor. EditorCategory The mod parse all EditorCategory entries it can find inside the .cfg files in GameData, and use that information to create custom categories. Icons An icon is required, and it need to be 32x32 pixels in size. The url to the icon is the path inside GameData, without file extension. If another image is present with the same url but ending with '_selected', that image will be used when the category is selected. Tag The tag system is exploited to identify parts that belong to a category. In the example above, any parts that contain the string '_electrical' in its 'tags' field will be included in the Electrical category. Issues To avoid showing a part in a custom category and in the stock category at the same time, the part 'category' field can be set to 'none'. This reduce the clutter, but has the drawback that the part can't be filtered by tag anymore in the stock search system. Included categories Only a category is provided, as an example: Scanner. It include stock and SCANsat scanners. Adding a category Changelog
-
@PieBue I use notepad++ in general. As an IDE for KSP mods, I use SharpDevelop.
-
@Arivald Ha'gel That has been in use for the last 16 versions and nobody ever reported it not working. So I assume you have something peculiar in your install that is messing with it. Therefore, it would be useful if you provided me a list of things you have installed that could interfere with it, such as realism tweaks or other profiles or whatever else it could be.
-
@RedParadize The documentation about it has improved a bit recently. In addition to the distance/radius, play with the compression/extension parameters. To understand what they do consider that the sampling position X coordinate (the X axis being the body->sun vector) is scaled by the 'compression' value (if X is positive) or by the 'extension' value (if X is negative) before being used to evaluate the signed distance function (eg: to determine if it is inside or outside the belt/pause). So values below 1 will make the shape bigger in that direction, and values above 1 will make it smaller. If you have some specific question don't esitate to ask. @Arivald Ha'gel Why you think that is a bug? In general is bad practice for a mod to use 'FINAL', that instead is better left to the user own tweaks.
-
Nan Kraken when leaving Kerbin SOI
ShotgunNinja replied to Maars's topic in KSP1 Technical Support (PC, modded installs)
I know what's going on, meet the beast before. What happen is that when you switch from a vessel in orbit around the Sun to the space center, for a single simulation tick, vessel position is the same as the sun. This in turn lead the solar panel calculations done by BackgroundProcessing, in this case, to generate NaN amounts of ElectricCharge (as they involve calculating the distance from the sun, that in that tick is zero, then division by zero follow). So now you got a vessel with NaN amount of a resource, and when KSP later load the vessel and try to calculate its mass it lead to NaN mass, that in turn destroy the known universe. The 'fix' is to either obtain the vessel position from the slower but safer OrbitDriver (a waste in all other circumstances) or to avoid the solar panel calculations if distance from the sun is zero. @JPLRepo -
I don't know why that happened and I can't reproduce it, but I'll add a speculative fix for it in next version so that it should never happen again. There is a per-kerbal variance that can be specified in the rule. In the default profile, only stress and radiation have it. Respectively 33% and 10%. The value is determined per-kerbal from the name, is an hash essentially. The planner don't consider it by design. @crapstar Try to clear the MM cache, and make sure you don't have two different installations of kerbalism somehow. In the log, at the start, MM describe all operations that is doing. You can search for this string, there should be only one occurrence of it: Kerbalism/Patches/System/@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[0]]:FOR[Kerbalism]
-
@aluc24 Looking at your log, here is what I found: you are using version 1.0.9, please update to last version 1.1.1 and see if the issues are still present - this is important, lots of bugs were fixed in last two versions there is a streams of exceptions from TweakableEverything referring to a 'TweakableDockingNode'. I don't know if that may be related or not, but is possible For your last questions: (1) use a proper text editor like notepad++, search for the string "name = CO2" when you find it, you see there is something like "amount = NNN" in the line below you need to replace NNN with 0 (zero) example: on line 234924 (2) Yes, once recovered their accumulated radiation is reset
-
@aluc24 I'll take a look. You don't need BackgroundProcessing, sorry for the confusion. Kerbalism does its own thing. For the scrubber, it was a bug a few version ago. Or at least so I recall from a couple reports. It was fixed, but the huge CO2 amounts remain in some vessels. You can resolve the issue in that particular station by editing the savegame... if you are up to it, you need to set all CO2 amounts to zero, in all parts. In alternative just wait a few decades in game until the excess CO2 is consumed About CLS internal spaces: these depend on how the vessel parts are arranged, and if some parts are passable or not (you can configure them in the editor, before launch). This is all CLS stuff, not related to Kerbalism that just use the internal spaces defined by CLS. If passable parts are 'contiguous', these will result in a single internal space. You need to separe them with an un-passable part, or to set one of the part as unpassable using the right-click menu in the editor (that CLS provide). As a rule of thumb, if you can transfer crew between two parts then these are in the same internal space. To see the spaces, open the CLS ui and click on their names: you'll see the parts highlighted. For a short guide on CLS, look at its wiki here and here.
-
@aluc24 Ok. Send me the log, savegame and list of mods. Some questions: at what version have these problems start to appear are you using BackgroundProcessing? if you don't know, can you verify if there is a BackgroundProcessing.dll in your GameData folder? if yes, try removing it and see if you can still replicate some of these issues This sound like you have BackgroundProcessing installed. There were some incompatibility problems a few versions ago that I through were fixed, but this is too similar to other reports. This I want to investigate, that's why I ask you the log and savegame. Names are assigned to internal spaces automatically by CLS, if you do not explicitly name them. CLS pick the name of the first part in the tree that is in that internal space. Try naming them esplicitly using the CLS ui. Kerbalism just use the names that CLS provide. I know what this is: you had an exception in a past version, somehow, that lead to a very big amount of CO2 being stored. You also have way more scrubbers than crew on that station. These in turn are able to 'recycle' co2 into oxygen faster than the crew is able to consume it, hence the perpetual lifetime. When they re-enter from the mission, all radiation is forgotten.
-
@Thegamer211, @Skalou Thanks guys, I'm aware of the issue and is already fixed for next version.
-
@steve_v Look good. I'll do some tests and integrate it. Couple of points: for the little radial food/oxygen containers, 1 day is too low and ultimately pointless, i think to use 5 days UniversalStorage already tweak the eva pack for Kerbalism, so I'll not change that @theSpeare I too use an MM patch to nerf them, like steve. I set the multiplier to 0.05 and that make for almost useless reaction wheels unless the craft is very lightweight. Be advised that it make early career before RCS are unlocked very difficult, so consider moving the RCS earlier in the tech tree too (or use Ven Stock Revamp that include some early one).
-
@steve_v You are right, didn't think about oxygen... At this point the 'balanced against minmus' argument is moot. Unless, I could introduce an additional very small radial oxygen container (just rescaling the existing one) and unlock it at the same time as the 0.625 food container. So here is the plan: adding a downscaled version of the small oxygen container balanced to give 10 extra days worth of lifetime for 1 crew at 50% scrubber efficiency reducing food in 0.625 container by half, so that it only gives 10 extra days of lifetime (so 100 food capacity) you commit to me a MM patch to tweak US food/oxygen containers, and I include it in next version
-
@avalon666 That bug is subtle and seem to be triggered when more than a few mods add modules to the EVA kerbals, and even then only in some circumstances. The mods that add these modules are: KIS, Kerbalism, and more... There are also reports of similar bugs in unmodded installs in the squad bug tracker not much long ago, so there is the possibility it is not that these mods are doing something wrong, but rather it is some undesired behaviour from KSP. From my side I plan to get rid of the EVA kerbal module, implementing what it does elsewhere. @steve_v The 0.625m food container is balanced for early game 'minmus' missions, maybe that's what is putting you off. You are right it should be more like 100 food units, but then the player need 2 of them when it want to go to minmus and has only the mk1 pod and no other food container unlocked. For the US parts, I believe they are not that imbalanced at all considering their amounts are not tweaked for any specific mod. When this mod switched to CRP, I didn't realize that I could hide a resource in a part specifically without setting the resource as hidden everywhere. So I had to maintain the old CO2 for the default profile. Also the mass was zero in early versions because these were intended to be 'buffers of pseudo-resources' to overcome some limitations in the simulation. All of this now is not necessary: the resource system doesn't require a waste buffer anymore, and I now tweak visibility of resources in-code, if that's specified in the rule. But I can't change CO2 to CarbonDioxide yet, because that will break savegames. I have a list of savegame-breaking changes thare are waiting for the right occasion to be implemented, and maybe that can be the release of KSP 1.2.0
-
@Kerbal Kommander Lights consume EC in background starting from this version, so maybe that's the cause of your issue. @theJesuit That's an interesting idea, as I use the KER display in the same way. But is not something that can be implemented fast, as it need ways to be configured. I can't even think where to put the button to open/close it at this point. The ideal solution would be if KER has some kind of API for me to provide new readings for its HUD, that would be perfect. I'll check that.
-
@inigma Thanks a lot Disabling the automation system is not necessary, it is sufficient to not use it as the computation cost is practically zero, even if you use it. I also plan on building a science/data transmission system on top of it, behind the hood. It is more like a lightweight infrastructure I built in preparation, and the scripting came 'for free' as a bonus pretty much.
-
@Jasseji I assume you are referring to the minor realism profile tweaks. Food is consumed twice per-day, but half the amount. The consumption rate per-day hasn't changed.
-
Version 1.1.1 released Changelog: A simple automation system Every vessel has a computer, that store text files and expose supported modules on the vessel as 'device files' (similar to Unix/Linux). A console can be used to send commands to the computer. It can be opened by clicking on the icon in the vessel monitor, or by middle-clicking on the vessel name. Text files can be executed as scripts: there is no scripting language, instead these are just console scripts where each line execute a command. Some predefined text files are executed when a certain condition apply. More information is here. Supported devices that can be controlled: Conditions that can execute a script automatically: Example:
-
@BashGordon33 Ah ok, I see the problem. I did that panel in the early stages of the new radiation model, and forgot to update it when I changed how the field 'chain' is computed. Will fix in next version.
-
@Goddard Some parts were disabled but still shipped with the mod until very recently. Then in 1.0.7 they where finally removed from the main download. But they are still available here: OldParts. Put the OldParts directory inside Kerbalism/Parts. @PieBue This suggestion come up once in a while. I need to think about the details, but something along these lines will be implemented, eventually. In the meanwhile you could experiment with it by adding a scrubber module to the greenhouse and see how it plays out: @DarkonZ A GravRing landmark contract is a good idea, but I can't think of any interesting one to add it in-code. If you want to make a contract pack for Kerbalism using ContractConfigurator that would be really great. @BashGordon33 That little panel showing the radiation info for the body can be summoned by ALT+N, if I understand what you mean. If not, please elaborate.
-
@Randazzo Consider this example: You went on manned orbit around the moon. With EC required for climatization, you need to burn for the Earth transfer such that the trajectory is not in shadow for more than N hours or else the vessel batteries will run out, leading to freezing of the crew. Another example: you plan a manned mission to Mars. Now you need to choose between carrying more food and other consumabled and taking an energetically efficient transfer, or to speed up the transfer but carry less food. Both of these influence the design of the mission in more complex way that 'add tank and boosters and forget about it'.
- 314 replies
-
- update
- life support
-
(and 1 more)
Tagged with: